ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #65

Yone ARAM Mayhem Build & Best Augments

Yone role and playstyle: baseline role is AD fighter, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include dash mobility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Yone Yone the Unforgotten Fighter / Mage / Assassin
TierT3
Rank#65
Win Rate50.53%
Pick Rate0.57%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate49.95%
Pick Rate27.69%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate52.50%
Pick Rate5.59%
#3
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate45.28%
Pick Rate4.44%

Situational itemstop 12

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

50.34%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

49.37%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

50.17%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

51.33%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

52.50%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

51.07%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

49.81%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

47.28%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

46.12%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

49.82%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.59%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

42.09%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

49.88%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

49.88%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

46.74%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

46.74%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.99%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

56.99%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

56.99%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate56.20%
Pick Rate37.80%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate57.56%
Pick Rate8.38%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate57.94%
Pick Rate5.39%

Situational itemstop 12

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.23%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.65%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

55.29%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

55.51%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

52.93%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

58.44%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

57.19%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

53.92%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

53.79%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

53.22%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.48%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

55.48%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

54.75%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.75%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.38%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

56.38%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

56.38%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

52.93%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate48.49%
Pick Rate28.37%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate49.18%
Pick Rate10.43%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate45.90%
Pick Rate5.64%

Situational itemstop 12

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

48.10%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.10%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

50.76%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.76%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

50.76%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

43.29%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

43.29%

Core items

#1
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate55.04%
Pick Rate48.57%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate52.10%
Pick Rate12.78%
#3
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

Win Rate55.06%
Pick Rate4.54%

Situational itemstop 12

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

54.85%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.86%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.13%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

55.24%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

55.60%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

54.92%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

52.76%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

55.16%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

54.18%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

57.61%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

53.17%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.83%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

55.58%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

55.58%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

58.11%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

58.11%
Guardian's Hammer Guardian's Hammer Guardian's Hammer
Total Price
950
Price
950

+25 Attack Damage +150 Health 5% Life Steal

58.11%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

52.94%
Vampiric Scepter Vampiric Scepter Vampiric Scepter
Total Price
900
Price
550

+15 Attack Damage 7% Life Steal

52.94%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
58.34%
Pick Rate
7.63%
Games
1,289

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT158.34%7.63%1,289
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.14%
Pick Rate
8.05%
Games
1,359

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT156.14%8.05%1,359
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
55.85%
Pick Rate
8.05%
Games
1,359

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT155.85%8.05%1,359
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
55.38%
Pick Rate
8.59%
Games
1,450

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT155.38%8.59%1,450
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
54.57%
Pick Rate
19.10%
Games
3,225

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT154.57%19.10%3,225
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.51%
Pick Rate
8.09%
Games
1,366

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT153.51%8.09%1,366
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.43%
Pick Rate
5.26%
Games
889

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT153.43%5.26%889
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.94%
Pick Rate
13.72%
Games
2,316

Gain 15% omnivamp .

View augment details
SilverT152.94%13.72%2,316
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
52.83%
Pick Rate
13.60%
Games
2,296

Grants 60% bonus attack speed .

View augment details
SilverT152.83%13.60%2,296
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
52.74%
Pick Rate
6.48%
Games
1,094

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT152.74%6.48%1,094
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.15%
Pick Rate
5.52%
Games
932

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT152.15%5.52%932
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.66%
Pick Rate
7.12%
Games
1,202

Grants 18% armor penetration and magic penetration .

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GoldT151.66%7.12%1,202
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
51.19%
Pick Rate
9.23%
Games
1,559

Gain ( 200 / 100) bonus attack range.

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GoldT151.19%9.23%1,559
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.44%
Pick Rate
5.35%
Games
904

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

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PrismaticT150.44%5.35%904
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.04%
Pick Rate
6.60%
Games
1,115

Gain the Conqueror and Lethal Tempo keystone runes.

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PrismaticT150.04%6.60%1,115
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
49.43%
Pick Rate
14.64%
Games
2,472

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

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GoldT149.43%14.64%2,472
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
48.93%
Pick Rate
5.00%
Games
844

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

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SilverT148.93%5.00%844
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
48.72%
Pick Rate
6.93%
Games
1,170

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

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SilverT148.72%6.93%1,170
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.47%
Pick Rate
6.19%
Games
1,046

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

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GoldT148.47%6.19%1,046
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
48.13%
Pick Rate
5.54%
Games
935

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

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GoldT148.13%5.54%935
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.86%
Pick Rate
6.21%
Games
1,049

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

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PrismaticT147.86%6.21%1,049
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.63%
Pick Rate
4.92%
Games
830

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

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PrismaticT146.63%4.92%830
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.62%
Pick Rate
4.56%
Games
770

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

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GoldT146.62%4.56%770
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
46.49%
Pick Rate
9.20%
Games
1,553

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

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GoldT146.49%9.20%1,553
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
46.01%
Pick Rate
7.27%
Games
1,228

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

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GoldT146.01%7.27%1,228
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
45.72%
Pick Rate
6.71%
Games
1,133

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT145.72%6.71%1,133
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
44.75%
Pick Rate
4.57%
Games
771

Gain ( 75 / 50) bonus attack range.

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SilverT144.75%4.57%771
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
62.93%
Pick Rate
2.22%
Games
375

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

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GoldT262.93%2.22%375
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
60.44%
Pick Rate
2.41%
Games
407

Gain 1750 upon acquiring this augment.

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GoldT260.44%2.41%407
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
60.31%
Pick Rate
3.85%
Games
650

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

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GoldT260.31%3.85%650
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.14%
Pick Rate
2.90%
Games
490

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT257.14%2.90%490
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.94%
Pick Rate
2.86%
Games
483

Gain two completely random augments, excluding the other two offerings in your current assortment.

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PrismaticT256.94%2.86%483
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
56.02%
Pick Rate
3.84%
Games
648

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

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SilverT256.02%3.84%648
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.28%
Pick Rate
3.81%
Games
644

Gain one random Gold augment, excluding the other two offerings in your current assortment.

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SilverT255.28%3.81%644
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
55.19%
Pick Rate
2.68%
Games
453

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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GoldT255.19%2.68%453
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
55.14%
Pick Rate
3.34%
Games
564

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT255.14%3.34%564
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
54.49%
Pick Rate
2.84%
Games
479

Increases attack damage by 20% .

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SilverT254.49%2.84%479
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.46%
Pick Rate
1.99%
Games
336

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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GoldT254.46%1.99%336
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.19%
Pick Rate
2.40%
Games
406

Gain 2 Stat Anvils .

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SilverT254.19%2.40%406
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
53.06%
Pick Rate
4.26%
Games
720

Grants 50% critical strike chance .

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GoldT253.06%4.26%720
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.03%
Pick Rate
2.84%
Games
479

Gain ( 250 / 150) bonus attack range.

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PrismaticT253.03%2.84%479
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
52.73%
Pick Rate
3.58%
Games
605

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

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SilverT252.73%3.58%605
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
52.66%
Pick Rate
3.57%
Games
602

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

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SilverT252.66%3.57%602
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.01%
Pick Rate
2.06%
Games
348

Gain the Hail of Blades and Press the Attack keystone runes.

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PrismaticT252.01%2.06%348
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
51.96%
Pick Rate
1.96%
Games
331

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

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GoldT251.96%1.96%331
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.78%
Pick Rate
2.82%
Games
477

Grants 20% heal and shield power .

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SilverT251.78%2.82%477
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
51.72%
Pick Rate
2.59%
Games
437

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

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GoldT251.72%2.59%437
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.53%
Pick Rate
3.33%
Games
562

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

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SilverT250.53%3.33%562
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.29%
Pick Rate
4.07%
Games
688

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

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PrismaticT250.29%4.07%688
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.57%
Pick Rate
2.05%
Games
347

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

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SilverT249.57%2.05%347
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
49.20%
Pick Rate
2.96%
Games
500

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

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SilverT249.20%2.96%500
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
48.88%
Pick Rate
1.85%
Games
313

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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GoldT248.88%1.85%313
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.81%
Pick Rate
2.30%
Games
389

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

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SilverT247.81%2.30%389
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.62%
Pick Rate
3.86%
Games
651

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

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GoldT247.62%3.86%651
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.92%
Pick Rate
3.46%
Games
584

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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PrismaticT246.92%3.46%584
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.50%
Pick Rate
1.95%
Games
329

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

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GoldT246.50%1.95%329
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
46.45%
Pick Rate
3.75%
Games
633

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

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GoldT246.45%3.75%633
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.11%
Pick Rate
1.90%
Games
321

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

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SilverT246.11%1.90%321
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.09%
Pick Rate
2.04%
Games
345

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

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GoldT246.09%2.04%345
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.51%
Pick Rate
2.97%
Games
501

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

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GoldT245.51%2.97%501
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.80%
Pick Rate
2.15%
Games
363

Abilities with dashes or blinks gain 175 ability haste .

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PrismaticT243.80%2.15%363
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.38%
Pick Rate
2.19%
Games
369

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

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PrismaticT240.38%2.19%369
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
39.61%
Pick Rate
2.14%
Games
361

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

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PrismaticT239.61%2.14%361
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
58.79%
Pick Rate
1.08%
Games
182

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

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GoldT358.79%1.08%182
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
58.08%
Pick Rate
1.36%
Games
229

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT358.08%1.36%229
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.67%
Pick Rate
1.78%
Games
300

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT356.67%1.78%300
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.05%
Pick Rate
1.32%
Games
223

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT356.05%1.32%223
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.84%
Pick Rate
1.37%
Games
231

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT355.84%1.37%231
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.43%
Pick Rate
1.53%
Games
258

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

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PrismaticT355.43%1.53%258
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.74%
Pick Rate
0.87%
Games
147

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

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GoldT353.74%0.87%147
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
52.94%
Pick Rate
1.41%
Games
238

Your abilities apply on-hit effects (1 second cooldown per target).

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GoldT352.94%1.41%238
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.70%
Pick Rate
0.88%
Games
148

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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PrismaticT352.70%0.88%148
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
52.28%
Pick Rate
1.43%
Games
241

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

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GoldT352.28%1.43%241
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.20%
Pick Rate
1.75%
Games
295

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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GoldT352.20%1.75%295
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
51.53%
Pick Rate
1.16%
Games
196

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT351.53%1.16%196
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
51.27%
Pick Rate
1.17%
Games
197

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT351.27%1.17%197
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.26%
Pick Rate
1.15%
Games
195

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT350.26%1.15%195
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.22%
Pick Rate
1.37%
Games
231

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT350.22%1.37%231
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.49%
Pick Rate
1.74%
Games
293

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT349.49%1.74%293
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.39%
Pick Rate
1.45%
Games
245

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT349.39%1.45%245
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.38%
Pick Rate
1.44%
Games
243

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT349.38%1.44%243
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.82%
Pick Rate
1.50%
Games
254

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT348.82%1.50%254
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.14%
Pick Rate
1.24%
Games
210

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT347.14%1.24%210
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.06%
Pick Rate
1.01%
Games
170

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT347.06%1.01%170
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
46.80%
Pick Rate
1.20%
Games
203

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT346.80%1.20%203
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
46.15%
Pick Rate
1.23%
Games
208

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT346.15%1.23%208
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.97%
Pick Rate
1.25%
Games
211

Grants 60 ability haste .

View augment details
GoldT345.97%1.25%211
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.83%
Pick Rate
1.14%
Games
192

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT345.83%1.14%192
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
45.19%
Pick Rate
1.42%
Games
239

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT345.19%1.42%239
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.94%
Pick Rate
0.94%
Games
158

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT344.94%0.94%158
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.86%
Pick Rate
1.27%
Games
214

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT344.86%1.27%214
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
43.56%
Pick Rate
1.79%
Games
303

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT343.56%1.79%303
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
43.05%
Pick Rate
1.32%
Games
223

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT343.05%1.32%223
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
39.78%
Pick Rate
1.10%
Games
186

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT339.78%1.10%186
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.87%
Pick Rate
0.84%
Games
141

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT458.87%0.84%141
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.67%
Pick Rate
0.44%
Games
75

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT458.67%0.44%75
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.98%
Pick Rate
0.51%
Games
86

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT456.98%0.51%86
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.92%
Pick Rate
0.38%
Games
65

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT456.92%0.38%65
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
54.81%
Pick Rate
0.62%
Games
104

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT454.81%0.62%104
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.66%
Pick Rate
0.49%
Games
82

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT453.66%0.49%82
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.66%
Games
112

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT453.57%0.66%112
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
53.33%
Pick Rate
0.36%
Games
60

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT453.33%0.36%60
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
53.28%
Pick Rate
0.72%
Games
122

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT453.28%0.72%122
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.94%
Pick Rate
0.70%
Games
119

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT452.94%0.70%119
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.94%
Pick Rate
0.60%
Games
102

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT452.94%0.60%102
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
52.78%
Pick Rate
0.43%
Games
72

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT452.78%0.43%72
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.76%
Pick Rate
0.75%
Games
127

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT452.76%0.75%127
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.38%
Pick Rate
0.75%
Games
126

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT452.38%0.75%126
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.31%
Pick Rate
0.38%
Games
65

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

View augment details
PrismaticT452.31%0.38%65
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
52.10%
Pick Rate
0.70%
Games
119

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT452.10%0.70%119
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.96%
Pick Rate
0.60%
Games
102

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT451.96%0.60%102
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.96%
Pick Rate
0.62%
Games
104

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT450.96%0.62%104
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
0.53%
Games
90

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT450.00%0.53%90
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.38%
Games
64

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT450.00%0.38%64
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.61%
Pick Rate
0.76%
Games
129

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT449.61%0.76%129
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
49.30%
Pick Rate
0.42%
Games
71

Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage.

View augment details
SilverT449.30%0.42%71
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
49.23%
Pick Rate
0.38%
Games
65

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT449.23%0.38%65
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.91%
Pick Rate
0.81%
Games
137

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT448.91%0.81%137
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
47.54%
Pick Rate
0.36%
Games
61

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT447.54%0.36%61
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.06%
Pick Rate
0.60%
Games
102

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT447.06%0.60%102
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.61%
Pick Rate
0.70%
Games
118

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT446.61%0.70%118
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
46.09%
Pick Rate
0.68%
Games
115

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT446.09%0.68%115
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
45.24%
Pick Rate
0.50%
Games
84

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT445.24%0.50%84
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
45.22%
Pick Rate
0.68%
Games
115

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT445.22%0.68%115
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
44.44%
Pick Rate
0.53%
Games
90

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT444.44%0.53%90
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.00%
Pick Rate
0.44%
Games
75

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT444.00%0.44%75
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.96%
Pick Rate
0.54%
Games
91

Grants 3 random Dragon Souls .

View augment details
PrismaticT443.96%0.54%91
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.50%
Pick Rate
0.47%
Games
80

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

View augment details
PrismaticT442.50%0.47%80
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.46%
Pick Rate
0.62%
Games
104

Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target).

View augment details
PrismaticT438.46%0.62%104
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.04%
Pick Rate
0.48%
Games
81

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT437.04%0.48%81
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.36%
Pick Rate
0.33%
Games
56

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT555.36%0.33%56
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.63%
Pick Rate
0.34%
Games
57

Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT552.63%0.34%57
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
50.91%
Pick Rate
0.33%
Games
55

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT550.91%0.33%55
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.08%
Pick Rate
0.31%
Games
52

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT548.08%0.31%52

Yone Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RQEW

Consider R > Q > E > W only when your augment setup clearly rewards entering and leaving fights, chasing isolated targets, or repeatedly threatening the backline, and only if the enemy team cannot reliably lock you down.

RQWE

After that, max Q first, max W second, and leave E for last.

Yone Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Yone counters these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Read counter details

Countered By

6

Yone is countered by these champions in ARAM: Mayhem.

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. View champion guide

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Read counter details

Yone Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Amumu

Amumu gives Yone the cleanest kind of setup: enemies held in a tight area long enough for Yone to enter, stack damage, and line up Fate Sealed without guessing. Amumu also likes when Yone follows instantly, because Yone brings enough burst and chase to convert Amumu's engage into kills instead of just a reset to neutral.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Orianna

Orianna gives Yone a delivery system and follow-up burst. Yone naturally dives past the front line, so Orianna can place the ball on him before he commits and punish the exact spot where enemies try to collapse. This is valuable because many teams answer Yone by grouping on his body or his return point; Orianna makes that collapse dangerous.

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Nautilus

Nautilus gives Yone point-and-click style pressure and a strong front-to-back anchor. Yone loves having one target guaranteed to stay threatened, because it lets him aim his knock-up path through a predictable body instead of gambling on a raw engage. Nautilus also stands in the space Yone needs to retreat through after Soul Unbound ends.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Lulu

Lulu does not start fights for Yone as well as a tank, but she makes his deep entries much harder to punish. Shields, movement help, polymorph-style peel, and emergency health swings let Yone stay active during the dangerous part of his dive. She is especially valuable when the enemy answer is burst or melee counter-engage.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Seraphine

Seraphine gives Yone the teamfight layer he often lacks when his own engage is too risky: long-range crowd control, shielding or healing patterns, and follow-up damage into grouped enemies. Her range also pressures opponents before Yone commits, which matters because Yone is much stronger when enemies are already chipped or forced to stand in bad formation.

Yone ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityYone plays as a scaling melee carry who waits for tanks or poke cooldowns to create space before committing to a fight with his full combo.He becomes a fast engage assassin-bruiser who relies on side angles, chained crowd control, and quick re-entry after enemies spend their peel abilities.Shift from patient scaling carry to explosive angle hunter who follows engage or punishes mistakes.
Soul Unbound UsageSoul Unbound is mainly a trading and commit tool to go in, deal damage, and snap back before the enemy team collapses on your position.The ability creates violent windows to force panic cooldowns, but enemies can hold crowd control for your snapback or kill your team while you are deep.Cast E from defensible ground; never assume your return point guarantees safety.
Fate Sealed PriorityYone typically looks for ultimate angles to start fights or follow up on engage, often using it as a primary initiation tool.Hold ultimate to follow allied crowd control, punish stacked backlines, or escape after baiting cooldowns; avoid using it on the first target seen.Ultimating a lone tank into five enemies with no follow-up is worse here.
Mortal Steel SetupYone often stacks Q safely on the wave to threaten a linear knock-up during standard front-to-back teamfight pacing.Fights may start before perfect setup; use champions and frontline bodies to stack, but do not tunnel on Q when enemy backlines are mispositioned.Adapt to chaotic starts; missing the engage tool instantly flips pressure against you.
Snowball IntegrationSnowball is often Yone's cleanest way to bypass poke and start his full combo on a target.Using it first makes your path obvious; use it to punish isolated targets or follow allied engage rather than being the first body into five champions.A landed mark is an option, not a contract; check enemy peel before recasting.
Build AdaptationYone can often follow a familiar crit and sustained damage path, trusting that scaling will come as the game progresses.Adapt builds to fight length; prioritize damage for short fights or durability early if facing heavy point-and-click control and burst.If you cannot move after entry, extra damage does nothing; buy survival to finish rotations.

Champion Analysis

Role / Current performance

Overview

Yone the Unforgotten operates as a fighter/assassin engage champion in ARAM: Mayhem, combining fluid mobility with devastating burst damage to become a formidable melee fighter. His primary strategic value lies in his exceptional engage capability and precise crowd control, making him particularly skilled at diving enemy backlines and unleashing catastrophic damage during teamfights. Yone's core gameplay revolves around his Q ability, "Mortal Steel," which functions as a charging dash that knocks up enemies on the third cast. This Q3 knock-up serves as his primary damage tool and crowd control mechanism. Players should cast Q three times consecutively, using the third cast to knock up priority targets for instant kill potential during teamfights. His W ability, "Spirit Cleave," provides AoE damage and a shield, adding sustain to his kit during extended engagements. The E ability, "Soul Unbound," offers unique strategic flexibility by allowing Yone's spirit to leave his body and move freely before returning. Players can use this spirit form to scout ahead or dodge enemy abilities, though mastering the timing of E's return is essential to avoid being caught out of position. This ability creates opportunities for aggressive positioning while maintaining an escape mechanism. Yone's ultimate, "Fate Sealed," stands as one of ARAM's strongest engage abilities. It dashes forward, damaging and knocking up enemies in his path. The optimal engagement pattern involves diving the enemy backline with R, then following up with Q3 knock-up for a devastating CC chain that can eliminate high-value targets. Yone's strengths include reliable Q3 knock-up, powerful R engage, flexible E spirit form, and high burst damage. However, these advantages come with significant weaknesses that players must manage. Yone must fight in melee range, making him relatively fragile compared to ranged champions. His effectiveness relies heavily on skill accuracy, and he remains vulnerable to crowd control that can interrupt his combos or prevent his escape. In ARAM: Mayhem, Yone the Unforgotten rewards players who can balance aggressive engage potential with careful positioning, using his spirit form mechanics to minimize risk while maximizing his ability to eliminate priority targets in the enemy backline.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Yone the Unforgotten excels when played as a threat with a return ticket rather than a frontliner. The best trades begin after enemies have spent key stop tools, Q is near knock-up status, and teammates can follow the engage. Walking up without shield, stacked Q, or escape path allows ranged champions to chip Yone down before the fight properly starts. Stack Q before committing by using minions, pets, or safe frontline targets. Entering with unstacked Q requires too much time in enemy range, giving opponents a clean window to root, exhaust, or burst. Use E to test fights from a protected position, moving forward to threaten knock-up or ultimate. If enemies instantly retreat, space is gained. If they throw major crowd control at the spirit body, snap back or sidestep rather than forcing the combo. Do not open every fight with ultimate. Yone's ultimate is strongest when enemies are already lined up, slowed, knocked up, or trapped near terrain. Firing from max distance into ready opponents turns one dodge or peel spell into a free death. Attack from the side of the lane when possible, as straight center-lane dashes are easy to read. For counter-engage, let impatient divers enter first. Yone punishes champions who dash in and lose their exit. Hold stacked Q or ultimate until they commit, then knock them up while carries can still hit. Cast W before damage lands, not after health is already low. Save ultimate when enemy reset champions are waiting to cleanup. Snap back when multiple enemies stop retreating and face forward, as they are baiting greed. E placement matters more than distance traveled. Casting from chokes, beside low-health turrets, or in hook range makes snapback predictable and punishable. Use Q movement defensively through minions when dodging skillshots. After snapback, keep moving behind frontline rather than stopping to auto. When marked by Snowball, move sideways so incoming enemies choose between following into bad angles or landing away from carries. Respect poke before minion waves meet. Stand behind minions against hooks and linear poke. Do not trap yourself against walls, as limited side movement makes dodge patterns obvious. Fight in waves for Q setup and skillshot blocking. Use the lane's narrow shape for multi-target ultimates by threatening from angles that force enemies to split. Hit targets you can kill rather than always targeting carries. Backline access is safest after peel is spent. Do not tunnel tanks unless isolated. Finish low targets during E, then return before collapse. Snowball is best when you have a plan for landing, including stacked Q, available W, safe E, and nearby teammates. Use Snowball to extend engage rather than replace it. When behind, stop being the first body in. Focus on counter-engage, wave assistance, and cleanup. Trade shorter with E by going in, forcing defensive spells, landing one clean sequence, and returning. Protect shutdowns on strong carries by peeling divers. Clear waves without bleeding health. Look for one clean punish when enemies waste crowd control or stack in a line, then commit with the team.

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Playstyle Guide

Playstyle / Team structure

Play guide

Yone the Unforgotten must survive early wave fights before looking for sharp engage windows. Starting positions should be slightly behind the front line, not on the wave's leading edge, giving room to step in, trade, and retreat. Playing from the side of the minion wave lets Yone threaten angles without absorbing every straight-line skillshot. Early trading follows a short pattern around basic abilities rather than extended chases. Yone looks for enemies who have already used their main crowd control or ranged poke, then dashes in for one or two hits before exiting. If the team has poke, let them soften targets first; if not, create small health advantages without donating early deaths. Snowball serves as a punish tool rather than a blind engage button. Throw it at enemies already slowed, trapped near the team, or standing too far forward after missing spells. Hitting a backliner means little if tanks remain between Yone and his team. Taking a bad Snowball gives enemies a free focus target and removes escape angles. Early augment choices should help Yone enter fights or survive return damage. Damage is valuable, but early Yone often loses when controlled before finishing trades. Mobility, durability, sustain, or reliable fight extension options address problems already appearing in the match. When ahead early, Yone steps forward with the healthiest teammate to zone enemies from the wave without diving through fresh respawns. Use leads to take space, force defensive casts, and set up the next all-in when someone is isolated or low. When behind, stop contesting every minion. Give ground, catch experience, and wait for enemies to overextend into your side. Yone recovers well from one clean reset fight but cannot recover from repeated half-health trades. Mid game positions shift between second line and side angles. Yone now hunts the enemy carry who steps too far forward, staying close enough for team follow-up but far enough from the wave to avoid poke tags. Short entries force reactions, then Yone backs out before enemies collapse. If shields, disengage, or major crowd control get spent on the first look, that counts as a win. Do not tunnel on one target when a closer enemy offers a safer kill. Snowball becomes a fight starter when targets sit within the team's damage range. Hit Snowball, wait half a beat to see whether the enemy backs up or stacks together, then decide. Late game Yone should not stand in the obvious engage lane. Use fog edges, side pockets, and minion gaps to make enemies guess where engage starts. Stop taking casual poke trades unless they lead to kills or force major cooldowns. Death timers and structure pressure matter more now. Snowball becomes either a game-winning delivery tool or a game-losing trap. Use it when the team is ready, the target is valuable, and the counterplay is understood. After each late fight, decide instantly whether to end, take structure, or reset lane position. Yone only needs one clean engage to flip the next fight.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Yone excels at converting single won trades into forced fights, making him a powerful snowball champion when ahead. His strength lies in controlling space, threatening carries from angles that force awkward reactions, and layering engage tools to lock down targets. However, he throws leads by entering before his team can follow, diving without minion support, or committing all resources into targets with peel available. The core risk is overcommitting: if Yone layers everything into an untouched target, they can escape while he is too deep to save. When ahead, Yone should stop fishing from max range and instead control the next screen. Hold the wave near the enemy side, stack engage threat, and force the enemy carry to choose between walking up for minions or giving a clean angle. Engage only when teammates are close enough to follow, and use knock-up setup before committing longer engage tools. Push minion waves before diving structures, as entering without minions makes return paths predictable. Combat augments that add durability let Yone take first contact more often, but he must reposition after drawing spells rather than auto-attacking through depleted defenses. Mobility augments enable wider angles but tempt chasing too far from allies. When behind, Yone must stop being the opener. His role shifts to wave control, cooldown tracking, and follow-up. Engaging first while behind usually costs his entire kit just to reach targets before dying. Help clear minions before fishing for champions, since pushed-in lanes make every entry obvious and punishable. Peel for backline when divers jump in rather than forcing enemy carries. Defensive augments enable controlled trades rather than desperate all-ins, while offensive augments require waiting for teammates to lock targets first. Mobility augments should dodge the first punish and create second angles, not dive deeper before the team is ready. Common throw patterns include engaging with dead minion waves, chasing low-health targets through their team, spending all tools on tanks with defensive augments, and ignoring shutdown risk when worth a lot. Behind, do not engage just because ultimate is available, fight after losing a teammate in a 4v5, return to the same pattern after getting caught, tunnel on fed carries at full health cost, or greed for relics without escape tools. The fundamental rule is that ahead Yone makes enemies answer him, while behind Yone answers their mistakes. He performs best when entering on real windows and leaving before enemies get clean punish. Augments stretch these windows but do not replace discipline. If a fight cannot be followed, cannot be reset, or starts with every enemy cooldown ready, the correct play is to pass and wait for the next mistake.

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Champion Background

Lore / Identity / Text block

Background copy

Yone the Unforgotten operates in ARAM: Mayhem as a champion who must weave basic attacks between abilities to maximize his effectiveness. His passive, Way of the Hunter, alternates damage types through basic attacks and rewards clean ability weaving rather than spell dumping. In the fast-paced Mayhem environment where fights reset quickly, Yone wins extended engagements by maintaining contact with targets through auto-attacks after landing crowd control or forcing enemies to retreat. His damage stays threatening against bruisers and shielded carries specifically because he keeps attacking rather than relying on single burst windows. Mortal Steel serves as Yone's primary repeatable damage tool, striking in a line and building toward an empowered dash with knock-up. This ability provides stability in Mayhem's crowded fights, allowing Yone to control space, threaten all-in angles, and force enemies to respect his zone control. The empowered version can catch multiple targets but requires careful aim, as poor positioning can carry Yone directly into danger. Spirit Cleave functions as both a trade and survival tool, providing a shield when it connects while damaging enemies in front of Yone. Timing matters significantly, as using it while entering enemy range or when multiple targets are grouped maximizes its value. Soul Unbound represents Yone's signature commitment tool, sending him forward in spirit form while leaving his body behind. This ability separates effective Yone players from reckless ones, as the return point remains visible and punishable by enemies who position crowd control, traps, or delayed damage accordingly. The tool allows Yone to test engages without permanently surrendering his original position, but requires checking return safety and team coverage before activation. Fate Sealed, his ultimate, serves as a long-range engage and fight-breaking ability that strikes in a line and displaces enemies hit. In Mayhem's narrow bridge layout with constant grouping, this ability creates significant opportunities when enemies are already committed to confined fights. The strategic core across all abilities emphasizes timing, positioning, and reading enemy cooldowns. Yone must choose when he can safely stand in range long enough to use auto-attacks, as enemies punish him through kiting, blinds, disables, and forcing choices between attacking and retreating. His combo patterns typically involve stacking Q safely, using E to enter, landing empowered Q for knock-up, weaving attacks and W, then deciding whether R is necessary. Early fights favor short trades when frontline support is nearby, while full teamfights require evaluating whether diving the backline costs too many resources. Enemies counter Yone by counting his Q stacks, positioning behind minions at awkward angles, baiting his dash sideways, and camping his E return point with crowd control. Missing abilities, wasting empowered Q, or using E without proper setup represent significant throw opportunities that enemies can exploit.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Yone wins ARAM: Mayhem fights by following a specific pattern: entering with purpose, forcing a reaction, and leaving before the enemy can punish. Most poor Yone performances stem from breaking this cycle, either by diving without a return plan or waiting too long while the team fights without its main threat. Mechanical mistakes often begin with wasting the knock-up dash on tanks or sidestepping targets before enemy carries commit, leaving Yone with no real threat. The solution is holding the charged dash until someone is locked down or moving through a narrow angle. Soul Unbound errors include using it as a panic gap closer from too far away, arriving late and dealing minimal damage while the return point becomes a trap. Yone should cast it only when close enough to immediately force a reaction. Another critical error is snapping back without checking who waits at the return location, which leads to death on arrival when enemies save crowd control for the predictable return. The return point should be placed near cover or allies, not in front of five enemies. Fate Sealed mistakes occur when Yone casts the ultimate simply because multiple enemies are lined up, pulling into the enemy team's damage without proper follow-up. The ultimate should finish targets, start fights the team can join, or punish enemies with no escape. Basic attacking without movement between hits makes Yone a stationary target in a mode full of poke and area damage. Spirit Cleave wasted on shields, tanks, or empty space before fights start removes a key trading button. Snowball users who instantly follow every hit get baited into the enemy team. Using all mobility tools in the same direction makes Yone's path predictable and easy to punish. Decision mistakes include playing as pure frontline and eating poke before the damage window opens. Yone should let tanks or allied poke start trades, entering after enemies spend key resources. Diving the backline while Yone's own backline is under attack splits the fight and leaves damage dealers unprotected. Forcing engages when allies are out of range creates openings with no follow-up damage. Chasing low-health targets past remaining threats trades Yone's life for uncertain kills. Ignoring enemy crowd control patterns leads to repeated catches on the same abilities. Building only for damage against teams that punish melee entry causes Yone to explode before dealing value. Fighting every wave regardless of cooldown availability hands the enemy repeated punish windows. Treating every enemy carry as equal priority leads to diving well-protected targets while closer damage dealers attack freely. The core principle remains consistent: enter with a reason, damage during the enemy's weakest moment, and leave before their answer lands. When mistakes occur, Yone should reset the angle, protect the return point, and commit properly on the next opportunity.

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FAQ

Yone

FAQ

Is Yone a good pick in ARAM: Mayhem? Yes, if your team has someone who can start fights or absorb the first wave of damage. Yone is strongest when he enters after key crowd control is used, then commits with Soul Unbound and his ultimate to cut through the backline. The tradeoff is simple: if you go first into five players, you often get locked down before your damage matters. Should I build Yone for burst, sustained damage, or survivability? Build toward the job your team needs, not just the greediest damage line. If your team already has heavy damage, add durability so you can survive the return damage after diving. If your team lacks threat, lean harder into damage, but accept that every missed engage becomes much more punishable. When should I use Soul Unbound? Use Soul Unbound when you have a clear target, a safe return point, and enough follow-up to make the trade worth it. It is excellent for testing enemy reactions, forcing defensive spells, or finishing a squishy champion who stepped too far forward. Do not press it just because it is available; if the enemy is waiting with hard crowd control, your return path becomes a trap.

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